A lightweight deterministic dungeon generation tool for Unity.The runtime generation code is render-pipeline independent and does not depend on URP, HDRP, or the Built-in Render Pipeline. The included Quick Start sample scene and placeholder materials were created and tested in URP using Unity 6000.4.0f1. Users targeting Built-in, HDRP, or custom render pipelines can use their own compatible materials and prefabs with the runtime builder.Procedural Dungeon Starter Kit Lite is a lightweight Unity tool for creating deterministic, grid-based dungeon layouts at runtime.It uses cellular automata generation, seed-based repeatable results, floor region detection, small region cleanup, and deterministic corridor connection to produce connected dungeon layouts.The package includes a runtime generation pipeline, a prefab-based dungeon builder, Generate and Clear inspector buttons, a Quick Start sample scene, placeholder floor and wall prefabs, and documentation.This Lite version is designed for prototyping, learning, and early-stage gameplay experiments. It is intentionally focused and does not include NavMesh generation, enemy spawning, loot placement, decoration systems, multi-floor dungeons, or advanced room-based generation.The runtime code is render-pipeline independent. The included Quick Start sample scene and placeholder materials were created and tested with URP in Unity 6000.4.0f1.Features:- Deterministic dungeon generation using integer seeds- Cellular automata based grid generation- Flood Fill floor region detection- Small floor region cleanup- Deterministic floor region connection with Manhattan corridors- Runtime DungeonGenerationPipeline API- Runtime DungeonPrefabBuilder component- Generate and Clear buttons in the Inspector- Quick Start sample scene- Placeholder floor and wall prefabs- README, Quick Start, Architecture, Changelog, and License documentation- EditMode test suite includedSupported Unity version:- Tested with Unity 6000.4.0f1- Uploaded with Unity 6000.4.0f1Render pipeline compatibility:- Runtime code is render-pipeline independent- Quick Start sample materials are URP-specific- Users can assign their own compatible prefabs and materials for other render pipelinesKnown limitations:- Lite version does not include NavMesh generation- Lite version does not include enemy, loot, or spawn placement- Lite version does not include decoration placement- Lite version does not include multi-floor generation- Lite version uses prefab-per-cell visualization, which is best suited for prototyping and small to medium gridsDocumentation:- Included in Assets/PoyrazAkyol/ProceduralDungeonStarterKit/README.md- Quick Start guide included in Documentation/QuickStart.mdParts of the C# implementation and documentation were developed with assistance from OpenAI Codex under human direction. All generated code was reviewed, tested, and validated in Unity 6000.4.0f1. The package includes deterministic EditMode tests, a Quick Start sample scene, and manually verified runtime behavior.



